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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Tartiflette

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Suggestions / Re: Voice Acting
« on: Today at 03:29:31 AM »
Yeah, the problem with voice acting is that it is all or nothing. There isn't much in-between, and it adds a burden on all future content, as well as making mods stand out in a bad way since most will be lacking those.

Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 21, 2020, 01:22:39 AM »
Only one is available to the player, the Intelligence Headquarters, and it is unlocked by getting a cooperative relationship with them.

Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 13, 2020, 06:11:31 AM »
You can use both actually, it was a mess to maintain the same staion in both mods so I changed Scy's Prism into Amity.

I can't check the script since I'm away from home until this weekend. I'd say if that's the case, it can only occur if the target ship dies the same frame the weapon AI is activated, otherwise it would occur all the time.

Modding / Re: [0.9.1a] HD Planets v0.5
« on: March 11, 2020, 10:02:10 AM »
I think the bit about compression may be missleading since iirc textures are uncompressed in gpu memory thus it doesn't change the added system requirement compared to the original upscaled files. Unless I'm mistaken about what you meant by that.

Now that being said, that mod would work great in conjunction with an option to bring planets showing in the battle background a bit closer.

Oh and if you were thinking about it, I have no issue if you want to make an addon that upscales the textures from my Unknown Skies mod too.

Discussions / Re: gaming chairs
« on: March 07, 2020, 03:34:38 AM »
I don't know, to me it still mostly means "regular high-ish end hardware + flashy rgb junk + 50% price hike".

Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: March 07, 2020, 03:27:08 AM »
The short version is that the current release is entirely different from what Seeker was supposed to be. Whith almost none of the planned content and features. I want to bring it back here when it is at least somewhat in the ballpark of what I promised.

Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: March 06, 2020, 09:25:06 AM »
Fyi I do intend to bring Seeker back to the forum (relatively) soon... That is after the big diable update though, so maybe this summer? Too much work, so little time.

Pilums start very weak but have the best scalability with number. Similarly to beams, there is a threshold beyond which they become unstoppable.

Modding / Re: [0.9.1a] Battlefleets of the Gothic Sector
« on: March 03, 2020, 03:27:50 AM »
I don't want to dampen your spirit but the idea of a WH40k mod has been floated many many times and always end up with the same conclusion: the ships from every single race could be made to look great from a top down perspective EXCEPT for the Imperium ships.

Those are specificaly designed to be looked at from the side, built as cathedrals in space more than sensible ships. Necron and Tau in particular have striking sillouetes from the top, Eldars and Chaos ships have lots of distinctive outward features, Tyranids and Orks can easily be modified to be distinctive... But not so much with the Imperium.

My advice would be to take a lot of liberties with the original designs, maybe adding weapon sponsons the likes of the Gothic class, and/or to start with one of the other races to build up skills with an easier faction to sprite for.

Mods / Re: [0.9.1a] Scy V1.58RC4 (2019/11/26)
« on: March 02, 2020, 04:36:47 AM »
You will get an on-screen intel ping, and the base will be added to the map.

General Discussion / Re: Idea for a faction mod: Fury Road theme.
« on: February 28, 2020, 02:55:19 AM »
negative feedback =/= non constructive

I agree with Grievious here: the reaction has more to do with the concept of the "idea person" than the idea itself. Someone that has no technical background, that does not offer to do any of the required work and is just asking for free labor to realize his barely-more-fleshed-out-than-a-napkin-pitch "big idea".

When making a large mod can take more than a thousand hours of work, it tends to irk the people asked for said labor. Especially when making a mod requires a lot of non technical busy work (data entry, balance fine-tuning, lots of writing etc). Had the post started with "Hey, I want to make X mod, is it possible and where should I start?", things would be very different.

I have no doubt OP was enthousiastic and probably well intended, but ideas are a dime the dozen, and the only good ideas there are are the ones that survived actual implementation.

General Discussion / Re: Idea for a faction mod: Fury Road theme.
« on: February 27, 2020, 06:53:46 AM »
Sounds like regular pirates with extra steps though.

Discussions / Re: gaming chairs
« on: February 25, 2020, 03:01:10 AM »
Gaming chairs always feel to me like garbage overpriced overhyped products because "GAMERRRRRRRZ". I have a good office chair. It's sturdy, ergonomic, way cheaper, and it doesn't have obnoxious flashing RGB lighting...

My advice: Never get faux leather but instead mesh and fabric. Fake leather can peel off.

Suggestions / Re: mesospheric combat
« on: February 22, 2020, 09:35:25 AM »
Btw if you want to try some low altitude combat, install the Scy Nation mod and play the main menu missions. A few of them have planetary backgrounds, but indeed it comes at a cost for readability.

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